三维环境中虚拟化身可视性对观察者指向判读的影响

Brett Benda, E. Ragan
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引用次数: 6

摘要

化身通常用于在3D环境中提供用户的表示,例如桌面游戏或VR应用程序。虽然在应用程序中经常寻求使用全身化身,但低可见度的化身(即头和手)经常用于各种上下文中,或者作为故意的设计选择,在不需要全身化身的上下文中简化,或者由于外部限制。根据应用程序上下文和用户选择,头像样式也可以从更简单和抽象到高度逼真。我们展示了两个桌面实验的结果,这些实验检查了指向解释任务中虚拟形象的可见性、风格和观察者对准确性的看法。能见度的显著影响被发现,其影响在水平和垂直分量的误差之间变化,并且误差量并不总是由于能见度降低而恶化。由角色可见性引起的错误远小于由角色风格或观察者视角引起的错误。我们的研究结果表明,人类有足够的能力通过有限的可观察身体来理解指向手势。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The Effects of Virtual Avatar Visibility on Pointing Interpretation by Observers in 3D Environments
Avatars are often used to provide representations of users in 3D environments, such as desktop games or VR applications. While full-body avatars are often sought to be used in applications, low visibility avatars (i.e., head and hands) are often used in a variety of contexts, either as intentional design choices, for simplicity in contexts where full-body avatars are not needed, or due to external limitations. Avatar style can also vary from more simplistic and abstract to highly realistic depending on application context and user choices. We present the results of two desktop experiments that examine avatar visibility, style, and observer view on accuracy in a pointing interpretation task. Significant effects of visibility were found, with effects varying between horizontal and vertical components of error, and error amounts not always worsening as a result of lowering visibility. Error due to avatar visibility was much smaller than error resulting from avatar style or observer view. Our findings suggest that humans are reasonably able to understand pointing gestures with a limited observable body.
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